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What is *worldbuilding* for?
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<blockquote data-quote="Lanefan" data-source="post: 7402938" data-attributes="member: 29398"><p>And here's where I find a story-based problem with your system's way of resolving this: on a failure the player (and thus the PC) gain too much information.</p><p></p><p>In the fiction, there are three possible independent outcomes on a secret door search:</p><p></p><p>1. A door is found.</p><p>2. A door is not found because while a door is present the search was for whatever reason unsuccessful.</p><p>3. A door is not found because there is no door there to find. (no matter how good your search is, i.e. no matter what the die says)</p><p></p><p>In the fiction, the PC should have no way of knowing whether a failure is due to 2 or 3 above; and thus neither should the player at the table.</p><p></p><p>Now in your system you'll probably say 3 can't happen, and that on a high roll they'll always find a door. This just doesn't seem right to me somehow...can't quite put my finger on it. Too easy an escape clause for the PCs perhaps? Too much likelihood of finding secret doors in every wall even where they don't make sense?</p><p></p><p>By that definition the real world is a railroad. Is that really what you mean to say?</p><p></p><p>Other way around. The players, sometimes via their dice and other times not, are forcing the DM's narration into saying what they want it to say. In other words, the players are railroading the DM until and unless a roll fails; at which point the DM can have some input.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7402938, member: 29398"] And here's where I find a story-based problem with your system's way of resolving this: on a failure the player (and thus the PC) gain too much information. In the fiction, there are three possible independent outcomes on a secret door search: 1. A door is found. 2. A door is not found because while a door is present the search was for whatever reason unsuccessful. 3. A door is not found because there is no door there to find. (no matter how good your search is, i.e. no matter what the die says) In the fiction, the PC should have no way of knowing whether a failure is due to 2 or 3 above; and thus neither should the player at the table. Now in your system you'll probably say 3 can't happen, and that on a high roll they'll always find a door. This just doesn't seem right to me somehow...can't quite put my finger on it. Too easy an escape clause for the PCs perhaps? Too much likelihood of finding secret doors in every wall even where they don't make sense? By that definition the real world is a railroad. Is that really what you mean to say? Other way around. The players, sometimes via their dice and other times not, are forcing the DM's narration into saying what they want it to say. In other words, the players are railroading the DM until and unless a roll fails; at which point the DM can have some input. Lanefan [/QUOTE]
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